Abadar

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Organized Play Member. 239 posts (2,774 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 22 aliases.


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4d6: 4d6 ⇒ (4, 4, 5, 1) = 14=13
4d6: 4d6 ⇒ (3, 3, 2, 4) = 12=10
4d6: 4d6 ⇒ (2, 1, 5, 6) = 14=13
4d6: 4d6 ⇒ (3, 4, 6, 6) = 19=16
4d6: 4d6 ⇒ (5, 5, 5, 1) = 16=15
4d6: 4d6 ⇒ (5, 3, 3, 5) = 16=12

I'll get back to you with more details.


I'm thinking of making a sorcerer with the Imperious bloodline, and probably an Orlovsky noble born who's also distantly related to one of the more higher-born nobles of Avistan, maybe the Stavians.

Basically, he's cockiness and ambition personified, with the charm and magical aptitude to back it up. He'd have been sent to the stolen lands to get him out of the family's hair for a while (and hopefully humble him after living out on the real frontier) but he sees it as a golden opportunity to build himself a kingdom.


I'd be all over this, and if it helps The Prince was required reading for my college lit class so I've read it too.


I've been on this board for years now. My Hell's Rebels game is probably my best that I'm most proud of.


Damn dude, feel better!


RED
Stats Reloaded: 1d10 + 8 ⇒ (6) + 8 = 14
Stats Reloaded: 1d10 + 8 ⇒ (3) + 8 = 11
Stats Reloaded: 1d10 + 8 ⇒ (5) + 8 = 13
Stats Reloaded: 1d10 + 8 ⇒ (5) + 8 = 13

18, 8, 14, 11, 13, 13


Stats: 4d6 ⇒ (6, 5, 3, 6) = 20-3=17
Stats: 4d6 ⇒ (6, 4, 4, 3) = 17-3=14
Stats: 4d6 ⇒ (5, 3, 4, 3) = 15-3=12

27-12=15
25-15=10
23-14=9

17,14,12,15,10,9


Attributes: 3d6 + 4 ⇒ (3, 5, 4) + 4 = 16
Attributes: 3d6 + 4 ⇒ (1, 4, 3) + 4 = 12
Attributes: 3d6 + 4 ⇒ (5, 6, 1) + 4 = 16
Attributes: 3d6 + 4 ⇒ (6, 5, 2) + 4 = 17

18, 8, 16, 16, 12, 17.


Are you allowing traits from outside the CRB and APG?


Image for Davian


Crunch:
Davian
Male Dwarf Druid (Saurian Shaman) 7
Init +1; Senses n/a;

DEFENSE

AC 114, touch 11, flat-footed 13
(armor 0, deflection 2, Dex 1, natural 1, size.)
hp 45; fast healing X; regeneration X (conditions)
Fort +8, Ref +4, Will +11;

OFFENSE

Spd 20 ft., other movement types
Melee Club, Shillelagh, Power Attack +6 (2d6+10) and
Bite (Transformation, Power Attack) +6 (1d8+8)
2 Claws (Transformation) +2 (1d4+4), rake
Ranged
Space 5 ft.; Reach 5 ft.
Spells Known (CL 7th):
4th (1/day)
3rd (2+1/day)
2nd (3+1/day)
1st (4+1/day)
0 (4/day)
Spells Prepared (CL 7th):
4th Forest's Sense (DC 17)
3rd Call Lightning, Raven's Flight, Stone Shape (DC 16)
2nd Campfire Wall, Aspect of the Bear, Aboleth's Lung, Beastspeak (DC15)
1st Produce Flame, Shillelagh x2, Commune with Birds, Ant Haul (DC 14)
0 Detect Magic, Create Water, Purify Food+Drink, Flare (DC 13),

STATISTICS

STR: 16 DEX: 12 CON: 14 INT: 10 WIS: 16 CHA: 10
Base Atk +5; Grp +8
Feats Heavy Armor Proficiency, Power Attack, Wild Spell, Leadership
Traits Pioneer (Perception), Simple Disciple (profession: teacher)
Skills Profession: Teacher +14(background), Handle Animal +10(background), Knowledge Nature +10, Spellcraft +10, Perception +14, Survival +13
Languages Common, Dwarven, Druidic

SPECIAL ABILITIES

Totem Transformation (Su) At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:

Movement (+10 enhancement bonus to land speed)
Scales (+2 natural armor bonus to AC)
Senses (low-light vision, scent)
Natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple)
While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.

Totemic Summons At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability.

This ability replaces a thousand faces.

Wild Shape At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2.

Tactics Subdomain, Seize the Initiative (Su)Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Gear
Amulet of Mighty Fists +1
Belt of Giant Strength +2
Cloak of Fangs
Ring of Protection +2
Ring of Sustenance
Amulet of Natural Armor +1
Explorer's Outfit
Courtier's Outfit+Jewlery
Animal Feedx5
Masterwork Backpack
Belt Pouch
Blanket
Flint+Steel
Holly+Mistletoe
Iron Pot
Mess Kit
Soap
Component Pouch
10 torches
rationsx5
Waterskin
Dandy Brush
Bit+Bridle
Riding Saddle
Club
43 GP
8 SP


Background, Davian Battlebeard:
Dwarves aren't particularly common up in the Realms of the Mammoth Lords, so dwarf saurian shamans are particularly rare, though even ignoring that Davian is an odd duck for a dwarf and a druid. He's relatively clean-shaven, his hair is usually neatly combed, he has no trace of an accent, and he wasn't born underground or in the woods, but in Kenabres. His philosophy on urbanization is pretty against druid orthodoxy as well. "Well, the way I see it if a bear sleeps in a cave or a termite sleeps in a tree or an ape makes tools and those things are natural, why are dwarves and humans and gnomes unnatural for doing the same things, only better?".
This attitude and his growing druid powers and expertise tend to ingratiate him with the leaders of settlements he comes across, from hamlets to city-states.

Davian decided to become a druid after seeing one Lathrael Windleaf turn into an Allosaurus to tackle a glabrezu during an attack from the worldwound, commonplace in Kenabres. The sheer ferocity of a 10,000 lb predator leaping through the air to knock away a powerful demon was impressive enough to convince the young dwarf that becoming a druid was his destiny.

That very day, nature herself seemed to agree. He stood his ground against a dretch despite being a mere child in order to defend his younger brothers and sister after it broke into their nursery. Armed with only a simple hammer from his father's forge, he stood his ground and bellowed in an impression of the dinosaur he had seen before, and in response three monitor lizards erupted from the ground to swarm over the dretch, killing it quickly.

When Lathrael heard the story, he offered to train young Davian in the ways of the saurian shaman, or dinosaur druid, taking the appearance of the lizards as a sign of the boy's potential and that he was favored by the natural forces.

Though he was one of the many crusaders in Kenabres, Lathrael took Davian into the woods to teach him and to train, imparting in him his own unorthodox philosophies on civilization and nature and humanoids. Davian has expanded upon these philosophies, forming his own beliefs on the roles druids are to play in the world.

These philosophies took him away from Kenabres eventually, leading him southward to teach the ever-evolving kingdoms of the world and spread his beliefs about the relationship between nature and civilization. He lived in the Rostland for a time, learning to teach others in a way that is productive and nurturing, and growing to love the culture of these hardy frontier folk. Upon hearing of expansionist efforts into the Stolen Lands, Davian immediately signed up, hoping to be on the very cutting edge of new forays into the wild by the forces of civilization, where he feels his brand of wisdom and his beliefs will be most helpful and necessary.


Dotdotdotdotdot. I had a character in the last kingmaker recruitment who didn't get selected, I'll just have to level him up.


Beltin Statblock:
Male Archon-Blooded Aasimar Inquisitor 1
Init +2; Senses n/a;

DEFENSE

AC 16, touch 14, flat-footed 12
(armor 4, deflection 0, Dex 2, natural 0, size.)
hp 10; fast healing X; regeneration X (conditions)
Fort +4, Ref +2, Will +5;

OFFENSE

Spd 30 ft., other movement types
Melee Weighted Spear, 2H+2, 1d8+3
Weighted Spear, 2WF, +1/+1, 1d8+2/1d6+1
Ranged
Space 5 ft.; Reach 5 ft.
Spells Known (CL 1st):
1st (2/day) Shield of Faith, Divine Favor
0 (4/day) Read Magic, Detect Magic, Acid Splash, Detect Poison

STATISTICS

Str 15, Dex 15, Con 14, Int 12, Wis 16, Cha 10
Base Atk +0; Grp +2
Feats Two-Weapon Fighting
Traits Patient Optimist, Suspicious
Skills Diplomacy +4 (+5 to gather information, +6 vs hostile or unfriendly creatures), Craft Alchemy +5 (background), Intimidate +7, Knowledge: Planes +8, Knowledge: Religion +8, Linguistics +5, Perception +7, Sense Motive +11, Spellcraft +5, Stealth +6
Languages Common, Celestial, Draconic, Infernal

SPECIAL ABILITIES

Judgment

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Tactics Subdomain, Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Stern GazeInquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Gear
Inquisitor's Kit
Weighted Spear
Armored Coat
Crowbar
Artisan's Outfit
Soldier's Uniform
Cold-Weather Outfit
Monk's Outfit
45 GP


Inquisitor Beltin Comsecu, Background:
Beltin Cosmescu is an aasimar inquisitor of Mitra. He was born in a small village called Dewsbury, approximately 50 miles northeast of Endhome. That village, called Dewsbury had little to offer one who felt the need to adventure or explore the world, but it had Beltin. Beltin's celestial heritage is not apparent as the stereotype would have you believe, he has no violet eyes or silver hair or golden halo. The only thing that gives it away aside from his magical abilities are the flecks of gold and silver sprinkled liberally across his otherwise light blue eyes.

His parents were farmers who occasionally sang and played the pipes in the local tavern, but aside from that, there was nearly nothing remarkable about his upbringing. He grew up loving the idea of being a traveling minister, like the ones who came into Dewsbury occasionally teaching the word of Mitra, Freya, Ra, and Njord. Young Beltin was most taken by the teachings of Mitra, with his emphasis on fairness and egalitarianism appealing to the young man's sense of fair play.

Beltin made his way to Endhome to become a cleric of Mitra, seeking to teach others to be fair and equitable as he himself had been taught, but that was not to be. Whatever the stereotypes about aasimar and clergy may be, Beltin did not have the wandering pastor's disposition. He's gruff, in-your-face and lacks skill in therapeutic arts and is not much of a teacher by nature.

However, one Father Psellus saw that what Beltin lacked in traditional nurturing and caring he had in strength of conviction and unflinching resolve. Psellus thought he wouldn't do well as a paladin, with their general public presence and his lack of what one might call inspirational people skills, but every shepherd needs a sheepdog, and that's what inquisitors are for.

Beltin has taken to inquisitor training quickly and without any of the compatibility issues that plagued his initial cleric training and built for himself a happy little life. He's currently involved with a shoemaker's daughter named Ionna and considering denying assignments outside the city in order to settle down and get married to her, but wants to earn enough money to throw her dream wedding for her, and thus is keen on taking more dangerous assignments and side jobs to reach that goal.


Stats: 4d6 ⇒ (5, 5, 4, 1) = 15=14
Stats: 4d6 ⇒ (5, 3, 2, 4) = 14=12
Stats: 4d6 ⇒ (1, 5, 5, 5) = 16=15
Stats: 4d6 ⇒ (3, 2, 2, 5) = 12=10
Stats: 4d6 ⇒ (3, 3, 5, 4) = 15=12
Stats: 4d6 ⇒ (6, 3, 4, 5) = 18=15

I think I'll make an inquisitor.


Better, more complete statblock here!

Davian's Statblock:
Davian

Male Dwarf Druid (Saurian Shaman) 4
Init +1; Senses n/a;

DEFENSE

AC 18, touch 11, flat-footed 19, +4 vs AC
(armor 8, deflection 1, Dex 1/0, natural 0, size.)
hp 31; fast healing X; regeneration X (conditions)
Fort +5, Ref +2, Will +7;

OFFENSE

Spd 20 ft., other movement types
Melee Club, Shillelagh +7 (2d6+6) and
Bite (Transformation) +7 (1d6+4)
2 Claws (Transformation) +2 (1d4+3), rake
Ranged
Space 5 ft.; Reach 5 ft.
Spells Known (CL 4th):
2nd (3/day)
1st (4/day)
0 (4/day)
Spells Prepared (CL 4th):
2nd Campfire Wall, Aspect of the Bear, Aboleth's Lung
1st Produce Flame, Shilleglagh x2, Commune with Birds (DC 14, x3 [if multiple prepared])
0 Detect Magic, Create Water, Purify Food+Drink, Flare (DC 13), spell name (DC XX)

STATISTICS

Str 16, Dex 12, Con 12, Int 10, Wis 16, Cha 9
Base Atk +3; Grp +6
Feats Heavy Armor Proficiency, Power Attack
TraitsBlessed, Simple Disciple (craft:bows)
Skills Skill +Craft: Bows (background)+7, Handle Animal+6, Heal +8, Knowledge: Geography +5, Knowledge Nature +5, Perception +10, Spellcraft +7, Survival +10
Languages Common, Dwarven, Druidic

SPECIAL ABILITIES

Totem Transformation (Su) At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:

Movement (+10 enhancement bonus to land speed)
Scales (+2 natural armor bonus to AC)
Senses (low-light vision, scent)
Natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple)
While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.

Tactics Subdomain, Seize the Initiative (Su)Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Gear
Amulet of Mighty Fists +1
Sleeves of Many Garments
Club
Lamellar Stone Coat

Also, if it makes a difference, as far as posting history is concerned, I've been on the boards here since 2015, and been in a Hell's Rebels game almost that long. I've been playing RPGs since about 2002.


I've read most of the gameplay thread, and what Elena said stuck out to me too.

I haven't made an alias yet but I'm currently working on a Saurian Shaman druid that ticks all of those boxes pretty nicely. Spoilers for organization.

Backstory, Davian Battlebeard:
Dwarves aren't particularly common up in the Realms of the Mammoth Lords, so dwarf saurian shamans are particularly rare, though even ignoring that Davian is an odd duck for a dwarf and a druid. He's relatively clean-shaven, his hair is usually neatly combed, he has no trace of an accent, and he wasn't born underground or in the woods, but in Kenabres. His philosophy on urbanization is pretty against druid orthodoxy as well. "Well, way I see it, if a bear sleeps in a cave or a termite sleeps in a tree or an ape makes tools and those things are natural, why are dwarves and humans and gnomes unnatural for doing the same things, only better?".

This attitude and his growing druid powers and expertise tend to ingratiate him with the leaders of settlements he comes across, from hamlets to city-states.

People of all sorts come to support or join the crusaders against the Worldwound, and upon seeing one such volunteer transform into a tyrannosaurus to go toe-to-toe with an attacking glabrezu, striking it with fire and acid rain called from the sky all the while, Davian immediately decided that it was the most spectacular thing he had ever seen, and begged to learn how from the old elf who had done it. Amused at the notion of a dwarf doing such things, he agreed.

Davian has traveled for a long time, hoping to teach others to be as fascinated by the obscure parts of the natural world as he was, or at least to broker peaceful relations between warring elements in nature (which is how he prefers to think of a druid's duty, rather than devotion to some vague and arbitrary sense of 'balance' "Who's to say that the current state of affairs is where it's 'supposed' to be anyhow? Why assume that nature needs there to be fewer houses and more trees? Clearing ladder fuel prevents forest fires and death and suffering, after all.") While dinosaurs are his personal passion, he'l happily talk about just about anything with anyone willing to listen.

Mechanics and/or Where I want this guy to go:
Right now I'm into using either Vermin Form or Saurian Totem to gain Bite Attacks/rake to go with my Amulet of Mighty Fists to do a bunch of damage. Once that runs out I can use shillelagh to do pretty much the same, since my Stength will be at least 16, probably 18. At higher levels once I actually get wildshape and really transform into dinosaurs I'll get even nastier with spells like Strong Jaw and feats like Vital Strike and I'll be tearing things in half with my teeth, plus all the usual druid goodies like flying, scouting, camping, buff spells, and nature stuff. Come 5th level I can also summon dinosaurs/reptiles as a standard action, meaning all sorts of nastiness.


Did you need something else from me? The background information was all on that character sheet I linked, did you want me to put it on a paizo alias or something?


This sounds awesome.


Made a character sheet here.


4d6: 4d6 ⇒ (6, 3, 3, 6) = 18=15
4d6: 4d6 ⇒ (3, 5, 6, 3) = 17=14
4d6: 4d6 ⇒ (2, 5, 6, 6) = 19=17
4d6: 4d6 ⇒ (2, 2, 3, 4) = 11=9
4d6: 4d6 ⇒ (6, 3, 3, 1) = 13=12
4d6: 4d6 ⇒ (2, 4, 4, 2) = 12=10

15, 14, 17, 9, 12, 10. I can work with these.


I think I did all my math right:

Name: Fabian Samuelson
Codename: Flashspark
PL 6
Power Points: 90
Initiative: 6
Strength: 3
Stamina: 6
Agility: 6
Dexterity: 0
Fighting: 6
Intellect: 0
Awareness: 2
Presence: 1
(48 points)

Dodge: 6
Parry: 6
Fortitude: 6
Toughness: 6
Will: 2
(0 points)

Skills:
Acrobatics +12 (6 ranks)
Athletics +9 (6 ranks)
Close Combat (Damage: Electric Shock): 12 (six ranks)
Expertise: Physics: 6 (6 ranks)
Stealth + 12 (6 ranks)
(15 points)

Advantages:
Precise Attack 4
Takedown 2
(6 points)

Powers:
Damage: Electric(6 ranks)
Insubstantial, Energy form: Electric; Innate, Permanent.(21 points)


How do secret identities work/don't?


I'm interested in either. College has the advantages Rednal pointed out, but the constraints of a high school environment work as a potential obstacle too.

My character would be something like a human-shaped lightning bolt. Fast as hell and can travel along electrical lines or through metal objects and overload people's nervous systems but can't come in contact with large bodies of water without spreading through it and having to reconstitute himself.


Dope. I love L5R and unfortunately my only game on the forums petered out due to missing GM. I'll whip up a character. Do you want me to post it here first or just skip on over to the other threads?


The cult was instructed to perform a series of open-air bonfires forming a pattern of our sacred constellation from which we get our sigil across the Coalridge district, at least consuming one building so that our sigil would be visible from the sky. As the buildings burned and we watched from a nearby hill, we noticed that the fires were spreading peculiarly. They spread to form the pattern few would recognize and we found ourselves feeling belonging and as though we were accomplishing something important. Being in the Coalridge, fires were none too suspicious so any investigation was dropped, at least for now.


Hey guys, sorry I kind of had holidays and stuff but I'm back now. I'll try and get a character together but I haven't actually played this game before so it'll probably take me a couple of days. I'll call my character Tarnikos. Here are some of the answers to questions so far.

1) I think roofs should be anathema to a god of stars. If necessary for privacy then they should have old constellations or star maps drawn on them in ink that can be seen in dark or light conditions.

2) Tarnikos is Skovlan, and is used to getting into fights based on growing up a refugee and being relative newcomers to the Imperium. He fell into the cult simply looking for a place to belong more than anything, though he does believe as much as anyone, so where Velaris comes from is a nonissue to him.

3) Vice will probably be gambling. Nothing kills the stresses of killing people for your god like betting all your wages this week on whether that tiny Severosi with a knife can kill two malnourished mastiffs.


Oh this sounds dope. I notice the group's missing muscle so I'd probably go Cutter.


Numenera is pretty awesome. I'd also try Lamentations of the Flame Princess if there's an SRD somewhere.


Stats1: 4d6 ⇒ (1, 1, 1, 5) = 8=7x
Stats2: 4d6 ⇒ (6, 3, 3, 5) = 17=14
Stats3: 4d6 ⇒ (2, 1, 1, 2) = 6=5x
Stats4: 4d6 ⇒ (2, 4, 1, 1) = 8=7
Stats5: 4d6 ⇒ (6, 6, 5, 3) = 20=17
Stats6: 4d6 ⇒ (2, 5, 3, 1) = 11=10
Stats7: 4d6 ⇒ (6, 3, 4, 2) = 15=13
Stats8: 4d6 ⇒ (4, 5, 2, 5) = 16=14

14, 7, 17, 10, 13, 14


I'd love to play L5R or Scion, especially Ragnarok. I'd play any of them but Star Wars though.


Oh I'd love to be all over this.


I get that. I have a friend who lives in Richmond who I believe was there (as a counter protester, don't worry). Thankfully they weren't hurt but jesus christ what a time to be alive.


No, at the troll. The plan is to blind it so we can gang up on it before it mashes Robert into paste.


O sounds good to me. I'll have a concrete character concept up later this week.


I like basically all of those options except the first option of loose and unaffiliated one-shots, though that might be the most realistic option for the PBP format.

I like the sort of "Moscow Rules"-esque approach of "We'll give you assignments and resources under the table but officially you don't exist" kind of relationship with the government.

I was thinking of making a character who is equal parts operations and tactical, I guess? I was thinking of a former deep cover agent who infiltrated terrorist cells being brought in by Delta Green to make use of his knowledge of and experience with small fanatical groups in investigating cults, as well as his explosives expertise.


Sweet. I'm in.


I don't have any of the books but this setting sounds pretty awesome. I'm in if you'll have me.


Dice: 5d6 ⇒ (4, 5, 1, 4, 2) = 16
Dice: 5d6 ⇒ (1, 6, 5, 2, 5) = 19
Dice: 5d6 ⇒ (3, 3, 4, 5, 1) = 16
Dice: 5d6 ⇒ (5, 3, 2, 4, 5) = 19
Dice: 5d6 ⇒ (5, 6, 2, 3, 4) = 20
Dice: 5d6 ⇒ (5, 4, 3, 4, 4) = 20

13, 16, 12, 14, 15, 13. How do you feel about Unchained?


Unknown Armies is one of the coolest settings I've ever heard of but I've never played it myself. If I may answer your questions:

What kinds of things interest/disinterest you?:
I like the idea of societal taboos in games like this. Postmodern Magic probably leads lots of people to rebel against the oppressiveness of reality itself.

Are any subjects too far or you prefer not to see touched on/addressed? (If you prefer some privacy on these topics, feel free to PM me.):
Not so much. It's less the topic than the tone with me. Stuff like on-screen sexual violence won't turn me off provided it's treated with the gravitas the subject deserves, and this is a system and setting where some of the really nasty stuff could come up and make sense, but it probably won't be necessary to make a good story.

Is there a conspiracy theory that exists in Real Life that you would love to chase down in a fictional world?:
I mean, South Park did it first, but I'd love for conspiracy nuts to be the actual shills just trying to make the people in charge sound much more scary and competent than they really are.

That being said, if you wanted to be less comedic and more horrific I think the idea of the whole world running on chaos and randomness is both more thematic and much much scarier than some shadowy cabal planning everything from what you ate for breakfast to the stock market to the elections through super-scary mind control, plus the idea of an organization becoming big and powerful enough to even try that without falling apart from within from factions forming and internal conflict really strains my disbelief.
[spoiler=What genre tropes would you like to pay homage to/eschew entirely?]Like I said in conspiracy theories, the whole "Shadowy Cabal that controls EVERYTHING" is kind of beyond the pale for me at least as far as playing it completely straight. Several competing factions or something like a cult of an extremely powerful individual might make sense, or if it's played for laughs, but that's less UA more Paranoia.

As for tropes I like, I like characters who interact with those with magical abilities but for whatever reason can't use them themselves.


Sorry, the company that owns my apartment building has decided to close the building while I am in the middle of finals week so RL just HIT THE FAN over the last couple of weeks. Thankfully it's all better now.


Dotting. I'm leaning toward a bard who is looking into high society in Korvosa as inspiration for his picaresque serial novels.


Dot.


Named for Simo Hayha?


I'm gonna have to withdraw. Have fun people!


F. Castor wrote:
Cale Vatay wrote:

It's not a carbon copy, personality is differenta

More of a glory seaker than a paragon of good
Far from naive, my Cale would probably scam you

That and mechanically while that Cale would usually use two swords and occasionally use a bow thus Cale uses a single sword and uses magic
I could make them more diffetent if you like
Instead of ranger I could go fighter

Also I am terrible at making up names

I think -think being the operative word here- that GM Loup Blanc is referring to the similarity of the panther-owning elven swordmaster guy to certain pre-existing characters such as Josidiah Starym and/or Drizzt Do'Urden.

It's way way way too close to the character Cale from the webcomic Looking For Group, which parodies World of Warcraft.


I like the ideas #3 and #5. I'd probably submit a character for any of the Pathfinder games though.


Rolling: 4d6 ⇒ (5, 2, 1, 3) = 11=10
Rolling: 4d6 ⇒ (5, 4, 4, 3) = 16=13
Rolling: 4d6 ⇒ (5, 1, 6, 5) = 17=16
Rolling: 4d6 ⇒ (4, 3, 1, 6) = 14=13
Rolling: 4d6 ⇒ (6, 1, 6, 2) = 15=14
Rolling: 4d6 ⇒ (6, 3, 4, 6) = 19=16
Well, that's a 31 point buy. Not gonna say no to that.


Color me interested. I'll get an application in in a couple of days.


Dice: 4d6 ⇒ (3, 4, 6, 5) = 18=15
Dice: 4d6 ⇒ (5, 5, 1, 1) = 12=11
Dice: 4d6 ⇒ (4, 2, 1, 1) = 8=7
Dice: 4d6 ⇒ (6, 6, 4, 1) = 17=16
Dice: 4d6 ⇒ (1, 3, 6, 6) = 16=15
Dice: 4d6 ⇒ (1, 5, 4, 4) = 14=13

Dice: 4d6 ⇒ (1, 4, 3, 4) = 12=11
Dice: 4d6 ⇒ (5, 1, 4, 4) = 14=13
Dice: 4d6 ⇒ (4, 5, 1, 6) = 16=15
Dice: 4d6 ⇒ (2, 3, 5, 5) = 15=13
Dice: 4d6 ⇒ (3, 3, 4, 1) = 11=10
Dice: 4d6 ⇒ (3, 1, 2, 5) = 11=10

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